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Messages - Fuzzpilz

Pages: [1] 2
1
DF Dwarf Mode Discussion / Re: How not to dig too far
« on: September 02, 2006, 02:40:00 pm »
If not kobolds, then something else. I've definitely received "something has pulled a lever" messages (and, indeed, something had). It hasn't happened in any of my more recent games, though, so maybe it's out temporarily, or maybe I've just been luckier lately.

2
DF Dwarf Mode Discussion / Re: How not to dig too far
« on: September 01, 2006, 11:00:00 am »
No, for things I can't type I just do it the good old alt+numpad way. For example, alt+200 -> ╚, alt+176 -> ░. It's generally a bit risky to rely on anything above 128 due to charset differences (can't accurately reproduce DF screenshots in text here even disregarding colours, for example), but on here everything should be ISO-8859-1, so that's not a problem.

[ September 01, 2006: Message edited by: Fuzzpilz ]


3
DF Dwarf Mode Discussion / Re: How not to dig too far
« on: August 31, 2006, 11:43:00 am »
I generally put the farms a good bit away from the river, connecting it with a tunnel 4-6 tiles long (using a channel-and-two-floodgates setup), plus a "maintenance" tunnel leading to the channel for my mechanics' use. Like so:

code:

▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒~~~
.................╔══
...тт............╚══
▒▒▒▒▒▒▒▒┼▒▒▒▒┼▒▒▒~~~
    ▒.....▒▒.▒▒▒~~~
    ▒.....▒▒.▒▒~~~
    ▒.....X___X~~~
    ▒.....▒▒▒▒▒~~~
    ▒.....▒   ▒▒~~~
    ▒▒▒▒▒▒▒    ▒~~~

I've never had problems with river branches in that context. Two levers for kobold safety.

[ August 31, 2006: Message edited by: Fuzzpilz ]


4
DF Gameplay Questions / Re: Trapped Goblins
« on: January 18, 2008, 04:17:00 am »
Death by marmot. I have a pit inhabited by some 60 or so tame hoary marmots; snatchers are thrown in there and (very) slowly nibbled to death by them. Naturally I lose several marmots every time I do this, but it doesn't happen often enough to outpace their reproduction.

5
Curses / Re: A new set of movies
« on: September 21, 2005, 12:42:00 am »
Preferably I'll just give you an FTP account - I'll mail you the details when I've set it up.

For now, the files are here.

Edit: Sent - I hope it doesn't get spamtrapped or something.

[ September 21, 2005: Message edited by: Fuzzpilz ]


6
Curses / Re: A new set of movies
« on: September 20, 2005, 11:40:00 pm »
Hello there. Looks like this is going to be a very nice game. I've been watching it since... uh... only a few days, actually, but I'm already getting impatient because I'm a jerk. The game looks plenty interesting already, even without the huge easter omelette you're hinting at. (Dwarves, it seems, certainly don't waste time on not drinking - alcoholics from the cradle to the grave!)

On another possibly rude note, that megauploads site is pretty annoying... would you mind if I mirrored the movies? I don't know exactly how many downloaders you tend to get at once, but experience shows that my server could probably handle them. Traffic's not a problem (not under a few hundred GB anyway), I get far more free than I need anyway.

[ September 21, 2005: Message edited by: Fuzzpilz ]


7
Curses / Re: Back to the dwarf game...
« on: December 26, 2005, 06:33:00 am »
So would today be Axing Day?

8
Curses / Re: Back to the dwarf game...
« on: September 24, 2005, 02:00:00 pm »
It's weakened further now, I hear. Everything still in order in your area?

9
DF General Discussion / Re: Way to view all my junk?
« on: August 17, 2006, 02:24:00 pm »
If you order your metalworkers to make "coins", they'll make one stack of 100 coins for each order. I assume that's what's meant, although it'd be interesting to see what would happen if you made just one stack and somehow split it up into 5...

[ August 17, 2006: Message edited by: Fuzzpilz ]


10
DF General Discussion / Re: Way to view all my junk?
« on: August 17, 2006, 09:27:00 am »
If you have a bookkeeper (or was it a broker? I got both at once), there's a "stocks" submenu in the general status view. If you don't, your fortress probably isn't yet too huge for you to more or less keep track of things.

11
DF General Discussion / Re: Strange saving problem :S
« on: August 17, 2006, 02:06:00 pm »
I've had this problem (if it's the same I had, i.e. something trying to read 0x000000cc) happen in fortresses under 50 dwarves now, so it's not necessarily that - if I can get a save after which it invariably happens, I'll share.

Edit:

This one does it, at 22 dwarves.

[ August 17, 2006: Message edited by: Fuzzpilz ]


12
DF General Discussion / Re: Dwarf Fortress 0.21.100.19a Released
« on: August 16, 2006, 08:44:00 am »
Aw, my saves aren't magically fixed. Too bad. I'll have to work from my last unbroken backup (which is from a while back), then. (Whine whine whine.)

The local map export thing is neat.


13
DF General Discussion / Re: Siege weapon construction
« on: August 15, 2006, 05:26:00 pm »
You need more than one "parts" item. I haven't built a ballista, but you need three for a catapult.

[ August 15, 2006: Message edited by: Fuzzpilz ]


14
DF General Discussion / Re: Several questions
« on: August 14, 2006, 03:35:00 pm »
That's because you haven't placed them. You don't spend your nights on the display beds in a furniture store, do you? Build menu -> Funeral receptacle.

15
DF General Discussion / Re: Utility: Weatherdwarf (updated for 38a)
« on: February 12, 2008, 05:55:00 am »
Updated for the current version.

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